They no longer crash, but now when you look at a building in MAP02 or MAP03 of Super Sonic DOOM, the framerate drops to as low as less than 1 FPS, forcing me to switch to the software renderer. (which looks pretty crappy after looking at the OpenGL renderer)
Also, once I switched to software renderer, I noticed the limits to how high or low you can look are completely messed up, and can crash the game if you look to those limits.
By the way, you forgot to update the DEHSUPP lump in ZDOOM.WAD.
[can't fix] Super Sonic DOOM major slowdown MAP02 and MAP03
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I know about the problem with these maps. That's recursive sky boxes. Unlike the software renderer I can't discard them as easily. And they are probably also the reason why the software renderer crashes.
Regarding DEHSUPP, I didn't forget to add it to ZDoom.wad, I forgot to add the new ZDoom.wad to the .zip file.
Regarding DEHSUPP, I didn't forget to add it to ZDoom.wad, I forgot to add the new ZDoom.wad to the .zip file.

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Or Map10 (Forest fortress part 2.) That map has massive amounts of crossbeam plus skybox windows. It was unplayable in software ZDoom and also unplayable with OpenGL. But all remained as it was. TUD seems to have a high threshold for crap effects...
SSD just screams for a version that uses 3D floors to create real windows instead. Then all the performance issues would go away and the maps would look much better.
SSD just screams for a version that uses 3D floors to create real windows instead. Then all the performance issues would go away and the maps would look much better.
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I finally did some investigations here and I had to conclude that the problem is not fixable with the way the renderer works at the moment.
This is an awful hack that depends so heavily on the software renderer's visibility clippiing that with a hardware renderer it can't be optimized properly. Maybe when polymost is working...
This is an awful hack that depends so heavily on the software renderer's visibility clippiing that with a hardware renderer it can't be optimized properly. Maybe when polymost is working...